Method and apparatus for playing a game

ABSTRACT

A method and apparatus for playing a game, where at step ( 100 ), a game piece is selected, where the game piece has a first distinguishing feature. At step ( 110 ), the game piece is placed in a position associated with a scoring device. In this example, the scoring device has a second distinguishing feature. Accordingly, at step ( 120 ), a score is obtained with respect to the relationship between the first distinguishing feature and the second distinguishing feature.

FIELD OF THE INVENTION

The present invention relates to a method and apparatus for playing a game, and in particular, a game having a scoring device and game pieces.

DESCRIPTION OF THE BACKGROUND ART

The reference in this specification to any prior publication (or information derived from it), or to any matter which is known, is not, and should not be taken as an acknowledgment or admission or any form of suggestion that the prior publication (or information derived from it) or known matter forms part of the common general knowledge in the field of endeavour to which this specification relates.

Presently, a host of games exist that provide entertainment to those who play them, often involving a combination of skill, tactics and luck. However some games, such as card games, are often difficult to follow and to learn. Furthermore, there is often limited visual stimulation in these games, which make it difficult for younger players to learn and play.

Thus, there is required a method and/or apparatus which overcomes, at least ameliorates one or more disadvantages of existing arrangements, or provides an alternative to existing arrangements.

SUMMARY OF THE PRESENT INVENTION

In a first broad form, there is provided an apparatus for playing a game.

In a second broad form there is provided an apparatus for playing a game, the apparatus including: a game piece, the game piece having a first distinguishing feature; and, a scoring device, having a second distinguishing feature;

wherein the game piece is placed in a position associated with the scoring device and a score is obtained in accordance with a relationship between the first distinguishing feature and the second distinguishing feature.

In one example, the scoring device is a docking apparatus, the docking apparatus being configured to receive a plurality of game pieces in a stack.

According to a further example, the stack is a vertical stack, and yet in another example, the first distinguishing features of the plurality of game pieces are horizontally aligned with a corresponding array of second distinguishing features of the docking apparatus.

In a further aspect, the most recently stacked game piece is accessible and/or playable.

In a further example, each player of the game has a docking apparatus and the plurality of game pieces stacked for each player is visible to each other player.

According to another aspect, the first and/or second distinguishing features for a player are not visible to each other player.

According to further aspect, the first and/or second distinguishing feature includes any one or a combination of: a marking; a physical attribute; a picture; a coloured face; and, a symbol.

In a further example, the game piece includes any one or a combination of: a card; a block; and, a sphere.

In accordance with another example, the relationship between the first and second distinguishing feature is a positional relationship, and the score is obtained depending on the position of the game piece in respect of the second distinguishing feature.

According to a further example, the game piece is placed next to the second distinguishing feature on the scoring device.

According to another aspect, the scoring is dependent on a matching of the first distinguishing feature with the second distinguishing feature.

In accordance with a further example, a high score is obtained if there is a direct match between the first distinguishing feature and the second distinguishing feature.

In a further broad form the present invention provides a method of playing a game, the method including the steps of: selecting a game piece, the game piece having a first distinguishing feature; placing the game piece in a position associated with a scoring device, the scoring device having a second distinguishing feature; and, obtaining a score in accordance with a relationship between the first distinguishing feature and the second distinguishing feature. In one example, the game includes a plurality of players, each of the plurality of players performing each of the steps outlined herein.

In another example, the method further includes selecting the game piece from a pool of game pieces.

According to a further example, the method further includes any one or a combination of: retrieving and/or swapping the game piece with a replacement game piece from the pool; and, removing a game piece from the placement and placing the game piece into the pool.

According to another aspect, the game is a virtual game and the method is performed by a processing system.

It will be appreciated that the broad forms and examples can be implemented and/or utilised separately or in combination.

BRIEF DESCRIPTION OF THE DRAWINGS

An example of the present invention will now be described with reference to the accompanying drawings, in which:—

FIG. 1 is a flow diagram of an example method/process that can be utilised to embody or give effect to a particular example;

FIG. 2A is an isometric view of an example scoring device (such as a docking apparatus) and game pieces;

FIG. 2B is an isometric view of example game pieces docked in a docking apparatus;

FIG. 3 is an example of a seating arrangement for playing the game with four players;

FIG. 4 is a front view of example docking apparatus and game pieces separately;

FIG. 5 is a front view of example games pieces docked within the docking apparatus;

FIG. 6A is a top view of example docking apparatus without games pieces;

FIG. 6B is a top view of an example docking apparatus with game pieces;

FIG. 7 is a side view of an example docking apparatus;

FIG. 8 is an example network infrastructure that can be utilised to embody or give effect to a particular embodiment;

FIG. 9 is a functional block diagram of an example processing system that can be utilised to embody or give effect to a particular example;

FIG. 10 is a functional block diagram of an example processing system that can be utilised to embody or give effect to a particular example;

FIG. 11 is a schematic diagram of an example of another form of an apparatus for playing a game; and,

FIG. 12 is a schematic diagram of another example form of an apparatus for playing a game.

DETAILED DESCRIPTION INCLUDING BEST MODE

An example of a method/process for playing a game, will now be described with reference to FIG. 1.

In particular, FIG. 1 shows a method for playing a game, where at step 100, a game piece is selected, where the game piece has a first distinguishing feature. At step 110, the game piece is placed in a position associated with a scoring device. In this example, the scoring device has a second distinguishing feature. Accordingly, at step 120, a score is obtained with respect to the relationship between the first distinguishing feature and the second distinguishing feature.

In a further example, the game can include a plurality of players, where each player can perform the steps of FIG. 1. The method can also include selecting the game piece from a pool of game pieces, retrieving and/or swapping the game piece with a replacement game piece from the pool and/or removing a game piece from the placement and placing the game piece into the pool.

It will be appreciated that the process of FIG. 1 can be implemented with an apparatus. In one particular example, the scoring device can be a docking apparatus, where the docking apparatus is configured to receive a plurality of game pieces. In this particular example, the docking apparatus is able to receive the game pieces in a stack, although it would be appreciated that this is not necessary. Thus, each player of the game can have a docking apparatus/device and the plurality of game pieces stacked on/received by each docking apparatus can be visible to each other player. However, it will be appreciated that the first and/or second distinguishing features for a player may not be visible to each other player.

It will be appreciated that the first and/or second distinguishing features can be numerous distinguishing elements, and can include but is not limited to a marking, a physical attribute, a picture, a coloured face, and/or a symbol on the game piece or scoring device.

The game piece itself can be formed in a variety of ways. Thus, the game piece can be a card, a block, and/or a sphere used to play the game.

In one particular example, the relationship between the first and second distinguishing feature is a positional relationship, and the score is obtained depending on the position of the game piece in respect of the second distinguishing feature. Thus, the game piece can be placed next to the second distinguishing feature on the scoring device, and the score obtained can be dependent on a matching of the first distinguishing feature with the second distinguishing feature. Accordingly, a high score can be obtained if there is a direct match between the first distinguishing feature and the second distinguishing feature.

Examples of an apparatus that can be used to implement the process of FIG. 1 is shown in FIGS. 2A to 7.

In particular, FIG. 2A shows that a means/apparatus for playing the game, can include the game pieces 200 and a docking apparatus 210. Present on both the game pieces and the docking apparatus are distinguishable features 230. In this example, the game pieces 200 are docked in the docking apparatus 210, as seen in FIG. 2B, so that the distinguishable features 230 of the game pieces 200 pair with the distinguishable features 230 (also referred to herein as first and second distinguishing features) on the docking apparatus 210. The outcome of the game can accordingly be dependent on the way in which these distinguishable features 230 are paired.

Thus, in this particular example, the docking apparatus 210 takes the form of a scoring device, and the docking apparatus 210 is able to receive the game pieces 200 in a stack (and in this example, a vertical stack). Accordingly, the first distinguishing features 230 of the plurality of game pieces 200 are horizontally aligned with a corresponding array of second distinguishing features 230 of the docking apparatus 210.

In FIGS. 2A and 2B, the distinguishable feature 230 takes the form of a symbol. However, as discussed, it is also possible that the distinguishable feature 230 may also, for example, be a marking, a physical attribute, a coloured face, a picture or an engraving. Furthermore, in this example although the game piece 200 is a rectangular block, it is possible the game piece 200 could take the form of any shape, including a card or sphere, where the docking apparatus can be configured accordingly.

Referring now to FIG. 2B, which illustrates how the docking apparatus 210, in this example, is configured to stack the game pieces 210 in a substantially vertical single column. It will be appreciated that in this example, there is no rear wall in the docking apparatus. Instead, a supporting wire 240 is used to aid in supporting the game pieces 200. This allows each player to view how may game pieces 200 opposing (other) players have docked in their respective docking apparatus 210 at any time. A typical seating arrangement for group of players is shown in FIG. 3, where four players 280A to 280D are seated to play the game.

In this particular example, the deep/wide side walls 250 of the docking apparatus 210 can be used such that the distinguishable features 230 of the game pieces 200 are not visible between players.

Accordingly, the game can be played by providing each player with a docking apparatus 210, and each player selecting a plurality of game pieces 200 from a pool of pieces 260. Players can then take turns to arrange game pieces 200 in their respective docking apparatus 210. Players are then scored on the arrangement of game pieces 200 within their respective docking apparatus 210. Different scores are allocated depending on the pairings of distinguishable features 230 of the game pieces 200 with distinguishable features 230 on the docking apparatus 210.

In one example, a turn may include a player placing a game piece 200 from their possession pile 270 into the their docking apparatus 210 and retrieving a replacement piece from the pool 260, swapping a game piece 200 from possession pile 270 with a game piece 200 from the pool 260, swapping a game piece 200 from possession pile 270 with the most recently docked game piece 200 in their respective docking apparatus 210, and/or removing a game piece 200 from the docking apparatus 210 and placing it back into the pool 260. Thus, the most recently stacked game piece 200 can be accessible and/or playable.

Further Examples

In a further particular example, referred to from here on as “Example A” each player is provided with an identical docking apparatus of similar structure to those seen in FIGS. 2A and 2B, each docking apparatus capable holding seven game pieces. The distinguishing features in this example are coloured markings (where colours are used instead of the symbols seen in FIGS. 2A and 2B). From bottom to top in the docking apparatus the colours markings are red, green, blue, pink, yellow, black, and white.

According to Example A, the total number of game pieces required for game play is dependent on the number of players. Table 1 below shows an example of this.

TABLE 1 The number of pieces required for game play Players Reds Greens Blues Pinks Yellows Blacks Whites 2-4 6 4 4 2 4 4 4 5 8 5 5 2 5 5 5 6 9 6 6 3 6 6 6

The game pieces are all placed in a pool with colour face down. In turn, each player selects a piece from the pool until a player selects a white piece, this player is now first player and all pieces are returned to the pool.

The first player selects a piece from the pool, followed by the player to his left continuing in this manner until all players have selected two game pieces each. These pieces form a player's respective possession piles.

The first player can now play a turn by either placing a piece from their possession pile into their docking apparatus and picking up a replacement piece from the pool or swapping a game piece from their possession pile with another piece in the pool.

After the first player has played their turn, the player to their left plays a turn, and so on until all players have played a turn.

At this stage in the game it is possible that some players may have a game piece in their docking apparatus and, as the game progresses, players can have multiple game pieces in their docking apparatus. Players with game pieces in their docking apparatus have two further options when playing a turn. They can now also, as a turn, take the top-most game piece from their docking apparatus and return it to the pool, or take the top-most game piece from their apparatus and swap it with another piece in their possession pile.

In this particular example, players are to maintain two pieces in their possession pile at all times unless the pool runs out of pieces. In this event players continue to take turns as before but without the retrieval of new pieces.

Play continues as described until a player fills their docking apparatus with game pieces. That player can then proceed to inform the other players verbally that this has occurred.

From this point onwards, all remaining players have only one option as a turn—they can only place one of the game pieces from their possession in to their docking apparatus and retrieve a new game piece from the pool (unless there are no more in the pool). When all players have filled their docking apparatus, scores are allocated to each player according a scoring template.

“Scoring Template A” is one example of a scoring template that could be used with the Example A.

In Scoring Template A, all game pieces aligned with their corresponding colour markings in the docking apparatus are worth 1 point, except for red and pink which are worth 2 points. Game pieces not matched with their corresponding colours in the dock, in this example, gain no points.

TABLE 2 Example score Dock Piece Point Colour Colour value WHITE GREEN 0 BLACK BLACK 1 YELLOW WHITE 0 PINK PINK 2 GREEN YELLOW 0 BLUE BLUE 1 RED RED 2 TOTAL SCORE: 6

Additional rules in Scoring Template A include:

Pink Wild

Pink is a wild game piece, and thus can act as any colour. For example, a pink game piece paired with a blue marking in the docking apparatus can attract 1 point (as the pink is considered blue) or a pink game piece paired with a red marking can attract 2 points (as the pink is considered red);

TABLE 3 Pink wild Dock Piece Point Colour Colour value WHITE GREEN 0 BLACK PINK 1 YELLOW WHITE 0 PINK PINK 2 GREEN YELLOW 0 BLUE BLUE 1 RED BLACK 0 TOTAL SCORE: 4

Red Stacking

As stated previously, a red game piece paired with a red marking can attract 2 points. A second red placed directly on top this first red piece can also gain 2 points despite the fact it is paired with the blue marking of the apparatus. A subsequent red placed directly on top of these can also attract 2 points. (Note: a pink piece cannot act as a second or third red in this situation).

TABLE 4 Red Stacking Dock Piece Point Colour Colour value WHITE WHITE 1 BLACK BLACK 1 YELLOW YELLOW 1 PINK PINK 2 GREEN RED 2 BLUE RED 2 RED RED 2 TOTAL SCORE: 11

Rainbow Arrangement

If all seven coloured game pieces are correctly paired with their corresponding coloured markings in the docking apparatus, every piece takes a value of 2 points. This arrangement, referred to from here on as the “rainbow”, attains the highest possible score (14 points) in the game. If two players manage to achieve this arrangement, the one who completed it first is declared the winner.

TABLE 5 Rainbow Arrangement Dock Piece Point Colour Colour value WHITE WHITE 2 BLACK BLACK 2 YELLOW YELLOW 2 PINK PINK 2 GREEN GREEN 2 BLUE BLUE 2 RED RED 2 TOTAL SCORE: 14

In the event of playing a series of games with a final target score (for example a series to 50), and two or more players have arrived at an equal winning score beyond the target, the player who filled their docking apparatus first is declared the winner, unless, one of the players has achieved a rainbow, then it is this player who is declared winner.

Example A could also be scored using further scoring template, referred to from here on as “Scoring Template B”. Scoring Template B includes all the rules of Scoring Template A as well as additional rules regarding the placement of the white game piece.

White Special Rule

In Scoring Template B a white piece paired with the black marking on the docking apparatus can attract a score of 2 points, if subsequent to this, a further white piece is placed directly on top, i.e. paired with the white marking in the apparatus. This further white piece can also attract 2 points.

TABLE 6 White special rule from “Scoring Template B” Dock Piece Point Colour Colour value WHITE WHITE 2 BLACK WHITE 2 YELLOW YELLOW 1 PINK PINK 2 GREEN RED 2 BLUE RED 2 RED RED 2 TOTAL SCORE: 13

According to Scoring Template B some more examples of scoring are shown in the following tables 7 to 11:

TABLE 7 Dock Piece Point Colour Colour value WHITE WHITE 2 BLACK WHITE 2 YELLOW YELLOW 1 PINK PINK 2 GREEN BLUE 0 BLUE RED 2 RED RED 2 TOTAL SCORE: 11

TABLE 8 Dock Piece Point Colour Colour value WHITE GREEN 0 BLACK BLACK 1 YELLOW YELLOW 1 PINK BLUE 0 GREEN WHITE 0 BLUE RED 2 RED RED 2 TOTAL SCORE: 6

TABLE 9 Dock Piece Point Colour Colour value WHITE WHITE 1 BLACK PINK 1 YELLOW YELLOW 1 PINK PINK 2 GREEN GREEN 1 BLUE BLUE 1 RED RED 2 TOTAL SCORE: 9

TABLE 10 Dock Piece Point Colour Colour value WHITE WHITE 1 BLACK BLACK 1 YELLOW YELLOW 1 PINK WHITE 0 GREEN RED 0 BLUE PINK 1 RED RED 2 TOTAL SCORE: 6

TABLE 11 Dock Piece Point Colour Colour value WHITE WHITE 1 BLACK BLACK 1 YELLOW YELLOW 1 PINK PINK 2 GREEN GREEN 1 BLUE RED 2 RED RED 2 TOTAL SCORE: 10

It will be appreciated that the process/method of FIG. 1 can be performed using a processing system and/or a distributed architecture, an example of which will now be described with reference to FIGS. 8 to 10. This can allow for the game described herein to be implemented as a virtual game, where the process of FIG. 1 can be performed by a processing system. Thus, the game pieces and scoring devices can be implemented as virtual elements in the virtual game.

As shown in FIG. 8, a base station 301 is coupled to a number of end stations 303, 305 via a communications network 302, such as the Internet, and/or via communications networks 304, such as local area networks (LANs), or wide area networks (WANs). Thus, it will be appreciated that the LANs 304 may form an internal network at a specific location.

The base station 301 typically includes one or more processing systems 310, optionally coupled to one or more databases 311. In use, the processing system 310 can be used to host a website that can include the game described herein. Accordingly, the users at end stations 305, 303, can use their end stations 305, 303 in order to access and play the game.

Accordingly, any form of suitable processing system 310 may be used. An example is shown in FIG. 9. In this example, the processing system 310 includes at least a processor 400, a memory 401, an input/output (I/O) device 402, such as a keyboard, and display, and an external interface 403, coupled together via a bus 404 as shown.

Accordingly, it will be appreciated that the processing system 310 may be formed from any suitable processing system, such as a suitably programmed PC, Internet terminal, lap-top, hand-held PC, or the like, which is typically operating applications software to enable data transfer and in some cases web-hosting and file transfer protocol (FTP) functionality. This would typically therefore require that the processing system 310 is a network server connected via a high-bandwidth connection to the Internet.

Similarly, the end stations 303, 305 are typically adapted to communicate with the processing system 310 positioned at the base station 301 to allow users to play the game. It will be appreciated that this can allow for a number of different forms of end stations 303, 305 to be used.

An example of a suitable end station 303, 305 is shown in FIG. 10. As shown the end station 303 includes a processor 500, a memory 501, an input/output device 502 such as a keyboard and display, and an external interface 503 coupled together via a bus 504, as shown. The internal interface 505 is typically provided to allow the end station 303 to be coupled to one of the communications networks 302, 304, and accordingly, this may be in the form of a network interface card, or the like.

In use, the processor 500 is adapted to communicate with the processing system 310 provided in the base station 301 via the communications networks 302, 304.

Accordingly, it will be appreciated that the end stations 303, 305 may be formed from any suitable processing system, such as a suitably programmed PC, Internet terminal, lap-top, hand-held PC, smart phone, PDA, web server, or the like, which is typically operating applications software to enable data transfer and in some cases web-browsing, and in this particular example, can allow players of a game to access a website hosting the game in order to play the game virtually. It will further be appreciated that a number of players are then able to play against each other remotely via numerous end stations 303, 305, having access to the website.

It will also be appreciated by persons skilled in the art that the apparatus for playing a game is not limited to the apparatus depicted in the figures and can be formed in a variety of ways. According to one example, as shown in FIG. 11, the apparatus 600 can include game pieces which are magnetic blocks or spheres 610, which can be stacked onto one another, and the stack is spatially distant/distinct from the scoring device 620, that can be placed generally in the middle of the stacks for each of the different players.

According to yet another example, as shown in FIG. 12, the apparatus 700 may be comprised of a “travel” version, where the apparatus 700 includes cardboard scoring devices 720 and cardboard slits 710 as the game pieces, which can be easily packed and carried for playing the game when travelling. Notably, the cardboard slits 710 may be attached to the scoring devices 720 in a variety of ways, such as by magnets, or the like.

The foregoing describes only some embodiments of the present invention, and modifications and/or changes can be made thereto without departing from the scope and spirit of the invention, the embodiments being illustrative and not restrictive.

In the context of this specification, the word “comprising” means “including principally but not necessarily solely” or “having” or “including”, and not “consisting only of”. Variations of the word “comprising”, such as “comprise” and “comprises” have correspondingly varied meanings. 

1. An apparatus for playing a game, the apparatus including: a) a game piece, the game piece having a first distinguishing feature; and, b) a scoring device, the scoring device having a second distinguishing feature; wherein the game piece is placed in a position associated with the scoring device and a score is obtained in accordance with a relationship between the first distinguishable feature and the second distinguishing feature.
 2. The apparatus of claim 1, wherein the scoring device is a docking apparatus, the docking apparatus being configured to receive a plurality of game pieces in a stack.
 3. The apparatus of claim 2, wherein the stack is a vertical stack.
 4. The apparatus of claim 3, wherein the first distinguishing features of the plurality of game pieces are horizontally aligned with a corresponding array of second distinguishing features of the docking apparatus.
 5. The apparatus of claim 2, wherein the most recently stacked game piece is accessible and/or playable.
 6. The apparatus of claim 2, wherein each player of the game has a docking apparatus and the plurality of game pieces stacked for each player is visible to each other player.
 7. The apparatus of claim 2, wherein the first and/or second distinguishing features for a player are not visible to each other player.
 8. The apparatus of claim 1, wherein the first and/or second distinguishing feature includes any one or a combination of: a) a marking; b) a physical attribute; c) a picture; d) a coloured face; and, e) a symbol.
 9. The apparatus of claim 1, wherein the game piece includes any one or a combination of: a) a card; b) a block; and, c) a sphere.
 10. The apparatus of claim 1, wherein the relationship between the first and second distinguishing feature is a positional relationship, and the score is obtained depending on the position of the game piece in respect of the second distinguishing feature.
 11. The apparatus of claim 10, wherein the game piece is placed next to the second distinguishing feature on the scoring device.
 12. The apparatus of claim 11, wherein the scoring is dependent on a matching of the first distinguishing feature with the second distinguishing feature.
 13. The apparatus of claim 12, wherein a high score is obtained if there is a direct match between the first distinguishing feature and the second distinguishing feature.
 14. A method of playing a game, the method including the steps of: a) selecting a game piece, the game piece having a first distinguishing feature; b) placing the game piece in a position associated with a scoring device, the scoring device having a second distinguishing feature; and c) obtaining a score in according with a relationship between the first distinguishing feature and the second distinguishing feature.
 15. The method of claim 14, wherein the game includes a plurality of players, each of the plurality of players performing steps (a) to (c).
 16. The method of claim 14, wherein the method further includes selecting the game piece from a pool of game pieces.
 17. The method of claim 16, wherein the method further includes any one or a combination of: a) retrieving and/or swapping the game piece with a replacement game piece from the pool; b) removing a game piece from the placement and placing the game piece into the pool.
 18. The method of claim 14, where the game is a virtual game and the method is performed by a processing system. 